Outside of Lawful clerics, I think "turning" is really off for Clerics. I don't think Neutral clerics get the same bang for their buck by "turning" woodland creatures. Other options I'd consider is allowing Neutral clerics to turn fae creatures. Inverting the results to allow Neutral Clerics to call (as well as turn) woodland creatures.

Maybe rolls to summon function at two die types lower? So a d12 or d14?

Maybe rolls to control function at one die type lower? So a d16? And the controlling caster has to spend one "action" maintaining control over the undead? But maybe the controlled can their hit die or under on a d8 to break control? And get a chance to do so each round?

No, but I think that it's best to have more advantages for the good guys and fewer for the bad guys. It helps players want to be the good guys.

My son currently has this thing about playing assassins, but he's constantly frustrated that the assassins aren't supermen who can slug it out in battle, backstab at will, and so on. (I think he's been reading those Games Workshop books and maybe assassins in their world can do it all.) Anyway, if assassins are too good everyone wants to play them.

The DCC RPG doesn't intend to balance everything, and to me this is a case where it's a good thing.

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own." -- Gary Gygax"Don't ask me what you need to hit. Just roll the die and I will let you know!" -- Dave Arneson

The first thing that comes to mind is to have PCs randomly roll alignment in order to prevent them from trying to exploit the differences that are driven by alignment. I like the differences, but I want to take away the opportunity to munchkinize.

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